Epic Magic Items

RINGS

NONEPIC MAGIC ITEM

Universal Energy Resistance, Minor: This ring functions as a ring of minor energy resistance for all types of energy: fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 10 points of damage per round from the amount before applying. This is a nonepic magic item. Caster Level: 15th; Prerequisites: Forge Ring, protection from energy; Market Price: 84,000 gp.

d%

Ring

Market Price

01-08

Universal energy resistance, greater

308,000 gp

09-13

Energy immunity (acid)

240,000 gp

14-15

Energy immunity (cold)

240,000 gp

19-23

Energy immunity (electricity)

240,000 gp

24-28

Energy immunity (fire)

240,000 gp

29-33

Energy immunity (sonic)

240,000 gp

34-38

Adamant law

250,000 gp

39-43

Chaotic fury

250,000 gp

44-48

Epic wizardry (V)

250,000 gp

49-53

Ineffable evil

250,000 gp

54-58

Virtuous good

250,000 gp

59-63

Rapid healing

300,000 gp

64-68

Sequestering

300,000 gp

69-72

Epic wizardry (VI)

360,000 gp

73-76

Ironskin

400,000 gp

77-80

Epic wizardry (VII)

490,000 gp

81-83

Weaponbreaking

600,000 gp

84-86

Epic wizardry (VIII)

640,000 gp

87-89

Epic protection +6

720,000 gp

90-92

Epic wizardry (IX)

810,000 gp

93-95

Epic protection +7

980,000 gp

96-97

Epic protection +8

1,280,000 gp

98

Epic protection +9

1,620,000 gp

99

Epic protection +10

2,000,000 gp

100

Universal energy immunity

2,160,000 gp

Epic Ring Descriptions

Standard epic rings are described below.

Adamant Law: The wearer of this ring is constantly sheathed in a shield of law effect. It bestows one negative level on any chaotic creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, shield of law, creator must be lawful; Market Price: 250,000 gp.

Chaotic Fury: The wearer of this ring is constantly sheathed in a cloak of chaos effect. It bestows one negative level on any lawful creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, cloak of chaos, creator must be chaotic; Market Price: 250,000 gp.

Energy Immunity: This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 240,000 gp. Epic

Ineffable Evil: The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, unholy aura, creator must be evil; Market Price: 250,000 gp.

Rapid Healing: This ring grants a living wearer fast healing 3. It must be worn for 24 hours before its powers activate, and if removed it will not function again until it has been worn for 24 hours by the same individual.Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, regenerate; Market Price: 300,000 gp.

Sequestering: This ring becomes invisible when worn. Upon command, the wearer gains the benefits of a sequester spell (though he or she does not become comatose as normal for the spell).Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, sequester; Market Price: 300,000 gp.

Universal Energy Immunity: This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 2,160,000 gp.

Virtuous Good: The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be over-come in any way (including restoration spells) while the ring is worn.Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, holy aura, creator must be good; Market Price: 250,000 gp; Cost to Create: 125,000 gp + 12,500 XP.

Weaponbreaking: A ring of weaponbreaking is identical to a ring of ironskin, and has one additional power. Any weapon that successfully strikes the wearer must also make a Fortitude saving throw (DC 20) or be shattered into pieces.Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, iron body, shatter; Market Price: 600,000 gp; Cost to Create: 300,000 gp + 16,000 XP.

Epic Psionics: This special crystal ring comes in a variety of types useful only to psionic characters (characters who have power points per day). The wearer’s total power points per day are increased, depending on the ring. The points granted are not bonus points-while the ring is worn, it actually increases the wearer’s points per day, but a night’s rest is required before gaining access to the increased power point per day total. (Power points are not actually stored in the ring, as would be the case for a crystal capacitor. Instead, the ring grants power points by magnifying the manifester’s own power.) A ring of epic psionics V increases the wearer’s daily power points by 43 points, a ring of epic psionics VI grants 63 power points, a ring of epic psionics VII grants 87 power points, a ring of epic psionics VIII grants 115 points, and a ring of epic psionics IX grants 147 power points.Manifester Level: 23rd (epic psionics V), 26th (epic psionics VI), 29th (epic psionics VII), 32nd (epic psionics VIII), 35th (epic psionics IX); Prerequisites: Craft Universal Item, Craft Epic Universal Item, great emulation; Market Price: 250,000 gp (epic psionics V), 360,000 gp (epic psionics VI), 490,000 gp (epic psionics VII), 640,000 gp (epic psionics VIII), 810,000 gp (epic psionics IX).

RODS

d%

Rod

Market Price

01-08

Epic spellcaster

245,000 gp

09-16

Nightmares

284,000 gp

17-24

Epic splendor

297,000 gp

25-31

The path

306,870 gp

32-38

Epic cancellation

330,000 gp

39-45

Epic negation

446,000 gp

46-51

Besiegement

447,745 gp

52-57

Fortification

465,665 gp

58-63

Epic rulership

575,000 gp

64-69

Invulnerability

600,000 gp

70-75

Paradise

610,000 gp

76-80

Restless death

625,000 gp

81-85

Excellent magic

650,000 gp

86

Wyrm (white)

1,458,200 gp

87

Wyrm (brass)

1,458,200 gp

88-90

Epic absorption

1,500,000 gp

91

Wyrm (copper)

1,562,600 gp

92

Wyrm (black)

1,562,600 gp

93

Wyrm (bronze)

1,670,600 gp

94

Wyrm (green)

1,670,600 gp

95

Wyrm (blue)

1,782,200 gp

96

Wyrm (silver)

1,782,200 gp

97

Wyrm (gold)

1,897,400 g9

98

Wyrm (red)

1,897,400 gp

99-100

Epic might

4,293,432 gp

EPIC ROD DESCRIPTIONS

Standard epic rods are described below.

Besiegement: This rod functions as a +3 light mace. In addition, it is useful for besieging fortifications. Whenever the wielder makes a charge attack, the rod improves to a +6 weapon. Twice per day, the rod can create a battering ram that lasts for 24 rounds. This ram can strike once per round, dealing 20 points of damage with each hit. It cannot be used to target individuals, only fortifications. It can be damaged by normal means (65 hp, AC 22), and disintegrate or dispel magic destroys it. The rod also has the following powers: Siege Engine: One heavy catapult, two light catapults, or three siege towers may be generated with each use of this power. Each weapon created lasts for 12 hours. The power can be used three times per day. Ammunition for 20 shots is included with each weapon created.Transmute Rock to Mud: This power can be used three times per day (caster level 24th, save DC 17).Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, clenched fist, passwall, telepathic bond, transmute rock to mud; Market Price: 447,745 gp; Cost to Create: 224,025 gp + 14,474 XP.

Epic Absorption: Like a rod of absorption, this rod draws single-target or ray spells and spell-like abilities into itself, nullifying the effect and storing the potential spell levels until the wielder releases the energy in the form of spells of his or her own. Spells of any level (including those boosted beyond 9th level by metamagic) can be absorbed, although epic spells cannot. The rod absorbs a maximum of 150 spell levels and can thereafter only discharge any remaining potential it might have. The rod cannot be recharged.Caster Level: 23rd; Prerequisites: Craft Rod, Craft Epic Rod, Empower Spell, Maximize Spell, empowered maximized spell turning; Market Price: 1,500,000 gp.

Epic Cancellation: This rod’s touch drains an item of all magical properties, including the magical energy in epic magic items (but not most artifacts). The item touched gets a Will saving throw (DC 26). If a creature is holding the magic item at the time, then the item can use the holder’s Will save bonus in place of its own. In such cases, contact is established by making a melee touch attack roll. Upon draining three items, the rod becomes brittle and useless. Drained items can only be restored by wish, miracle, or epic spells specifically designed to restore lost power. A rod of epic cancellation can neutralize a normal sphere of annihilation without itself being cancelled.Caster Level: 25th; Prerequisites: Craft Rod, Craft Epic Rod, dispel magic; Market Price: 330,000 gp.

Epic Might: This rod is similar to a rod of lordly might, although it is far more powerful. It is larger than its normal counterpart, and it is constructed of adamantine rather than normal metal. It has six buttons, several spell-like functions, and several mundane uses, and it can also be used as a magic weapon of various sorts. The following spell-like functions of the rod can each be used once per day.

Dominate Person: Touched foe is recipient of a dominate person spell, if the wielder so commands (Will save DC 24). The wielder must choose to use this power and then succeed with a melee touch attack to activate the power. If the attack fails, the effect is lost.

Stun: Upon command, all enemies viewing the rod are stunned, as per the power word, stun spell (10-foot maximum range, Will save DC 24). Invoking this power is a standard action.

Damage: Upon command, the rod deals 10d8 points of damage to an opponent on a successful touch attack and cures the wielder of a like amount of damage (Will save DC 26). The wielder must choose to use this power before attacking, as with dominate person.

The following weapon uses of the rod have no limits on their use.

In its normal form, the rod can be used as a +6 heavy mace.

When button 1 is pushed, the rod becomes a +3 longsword of fiery blasting.

When button 2 is pushed, the rod becomes a +8 battleaxe.

When button 2 is pushed, the rod becomes a +8 battleaxe.

When button 3 is pushed, the rod becomes a +10 shortspear or +10 longspear.

The following mundane uses of the rod also have no limits on their use.

Climbing pole/ladder: When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 150 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 10,000 pounds. The wielder can retract the pole by pushing button 5.

The ladder function can be used to force open doors. The wielder plants the rod’s base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength bonus of +24.

When button 6 is pushed, the rod indicates magnetic north and gives the wielder a knowledge of his or her approximate depth beneath the surface or height above it.

Epic Negation: This rod negates the spell or spell-like function or functions of magic items, including epic magic items (but not artifacts). The wielder points the rod at the magic item, and a beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray negates any currently active item function and has a 75% chance to negate any other spell or spell-like functions of that device, regardless of the level or power of the functions, for 2d4 rounds. To negate instantaneous effects, the rod wielder needs to have readied an action. The target item gets no saving throw or means to resist this effect. The rod can function three times per day.Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, dispel magic, limited wish or miracle; Market Price: 446,000 gp.

Epic Rulership: This rod appears to be a royal scepter worth at least 25,000 gp in materials and work-manship alone. The wielder can command the obedience and fealty of creatures within 360 feet when he or she activates the device (a standard action). Creatures totaling 900 Hit Dice can be ruled, but creatures with Intelligence scores of 17 or higher are entitled to a Will saving throw (DC 29) to negate the effect. Ruled creatures obey the wielder as if he or she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 1,500 total minutes before crumbling to dust. This duration need not be continuous.Caster Level: 25th; Prerequisites: Craft Rod, Craft Epic Rod, Improved Heighten Spell, improved heightened mass charm; Market Price: 575,000 gp; Cost to Create: 300,000 gp + 15,500 XP.

Epic Spellcaster: This magnificent adamantine rod grants its wielder a +10 insight bonus on Spellcraft checks made to cast epic spells for as long as he or she holds or carries the rod.Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod; Market Price: 245,400 gp.

Epic Splendor: This rod grants its wielder a +8 enhancement bonus to Charisma for as long as he or she holds or carries the item. Three times per day, the rod creates and garbs him or her in clothing of the finest fabrics, plus adornments of fur and jewels. Apparel created by the rod can remain in existence up to 24 hours. The value of the garb ranges from 70,000 to 100,000 gp (1d4+6 x10,000 gp)-10,000 gp for the fabric, 50,000 gp for the furs, and the rest for jewel trim (maximum of 40 gems, maximum value 1,000 gp each). In addition, the rod can, once per week, create a palatial mansion in any floor plan the user desires. The mansion is palatial, able to accommodate up to 250 people, housing them in private chambers and serving them fine banquets. The mansion lasts for three days, after which time it, and everything originally in it (including items removed from the mansion), disappear.Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, fabricate, mage’s magnificent mansion; Market Price: 297,400 gp; Cost to Create: 191,200 gp + 12,124 XP.

Excellent Magic: Once per day when casting a nonepic or epic spell that has an experience point component, the rod supplies up to 2,000 XP, not the caster. If more experience points are required to cast the spell, the caster provides them. As a special use of the rod, the caster can substitute the power inherent in the rod for the experience point development cost of an epic spell. Doing so drains all the power from the rod, rendering it useless.Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod; Market Price: 650,000 gp; Cost to Create: 325,000 gp + 26,000 XP.

Fortification: This rod functions as a +3 light mace. In addition, it is useful for the construction and defense of fortifications. Whenever the wielder is benefiting from cover, the rod improves that to nine-tenths cover (+10 cover AC bonus and +4 cover Reflex save bonus; failure on the save results in half damage and success results in no damage). Three times per day, the rod can create food and water, as per the cleric spell, for twenty-four people. The rod also has the following powers: Fortify: Four times per day, a stone wall can be created that is 12 inches thick, 10 feet high, and 30 feet long. This wall has a parapet and battlements across the top. (Alternatively, the power can be used to mend a broken existing wall. The gap to be filled can be no more than 300 square feet in area.) In addition, once per day, a great door of iron can be created that is set into one of the newly created walls. This door, 4 inches thick, may be a double door, a drawbridge, or a portcullis, as chosen by the wielder. Siege Engine: One heavy catapult, two light catapults, or three ballistae may be generated with each use of this power. The power can be used four times per day. Ammunition for 20 shots is included with each weapon created.Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, inter-posing hand, create food and water, major creation, wall of iron, wall of stone; Market Price: 465,665 gp; Cost to Create: 231,985 gp + 14,634 XP.

Invulnerability: When held, this rod grants its wielder the following powers.

Nightmares: Anyone who comes within 20 feet of the wielder of this rod feels a grave sense of unease. Each person so affected must make a Will save (DC 17) or suffer the effects of a nightmare spell the next time he or she falls asleep. The wielder is immune to this effect. Three times per day, the wielder can utter a command word that causes the rod to emit a horrid, inhuman scream. Up to twenty of the closest creatures within a 30-foot radius who hear this terrible wail believe that their worst nightmares have become reality and suffer the effects of a wail of the banshee spell (DC 23).Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, nightmare, permanency, wail of the banshee; Market Price: 284,000 gp.

Paradise: This item creates a nondimensional space, similar in effect to a rod of security. However, the rod’s possessor and up to 999 other creatures can stay in complete safety for up to 1,000 days divided by the number of creatures affected. Natural healing takes place at five times the normal pace. The rod functions like its nonepic counterpart in all other ways.Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, Improved Heighten Spell, improved heightened gate; Market Price: 610,000 gp.

The Path: This rod serves as an aid to trailblazing and travel. It grants the wielder a +30 enhancement bonus on Wilderness Lore checks for tracking and Intuit Direction checks. The handle of the rod is hollow, functioning like a telescope. When the wielder peers through it, the limits of vision are three times normal (and spotting distances for encounters are tripled). In addition, the telescoping handle enables the wielder to view things as though affected by a true seeing spell. The rod also has the following powers. Map: Three times per day a section of the rod unrolls like a scroll from a tube, revealing a map of the surrounding area, centered on the location of the rod. The area shown on the map covers an area as small as 50 feet in radius to as large as 24 miles in radius, zooming in or out with a set of command words. The map reveals natural topography and all types of structures (even hidden ones), but it will not show the location of creatures.Passage: Three times per day, this power allows the wielder and up to five others in a 20-foot radius to move unhindered through natural plant growth or bodies of water (as per the freedom of movement spell).Bridge: Once per day, this power allows the user to create a 5-foot-wide, 40-foot-long stone cause-way across chasms and canyons. The bridge created lasts for 1 hour.Pass without Trace: Once per day, this power can be used on the wielder and twenty others, for 21 minutes. It is otherwise as the spell of the same name (caster level 24th).Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, find the path, freedom of movement, pass without trace, wall of stone; Market Price: 306,870 gp.

Restless Death: The holder of this rod can rebuke or control undead as if he or she were four levels higher. (The rod doesn’t grant the ability to rebuke or control undead if the holder doesn’t already have it.) In addition, the wielder may speak a command word to cast animate dead. Any skeletons or zombies animated by the rod’s power are automatically controlled by the rod, up to the rod’s maximum limit of 42 HD, and they follow the orders of the rod’s wielder. These undead don’t count toward the wielder’s limit of controlled undead. Finally, the wielder can speak a second command word to cast slay living (heightened to 10th level; DC 25).Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, animate dead, control undead, slay living; Market Price: 625,000 gp.

Wyrm: Any of the various rods in this series functions as a +5 quarterstaff. Upon casting the rod to the ground (a standard action) and uttering a command word, the rod grows into a specific type of dragon (depending on the specific type of rod) by the end of the round. The dragon created is a wyrm and obeys the commands of the owner. The dragon returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 500 feet from the owner. If the dragon form is slain, it returns to rod form and cannot be activated again for three days. A wyrm rod only functions if the possessor is of the same alignment as the dragon type.Caster Level: 34th (white or brass), 35th (black or copper), 36th (green or bronze), 37th (blue or silver), 38th (red or gold); Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Improved Heighten Spell, improved heightened polymorph, creator must be same alignment as dragon type; Market Price: 1,458,200 gp (brass or white), 1,562,600 gp (black or copper), 1,670,600 gp (bronze or green), 1,782,200 gp (blue or silver), 1,897,400 gp (gold or red); Cost to Create: 729,400 gp + 24,576 XP (brass or white), 781,600 gp + 25,620 XP (black or copper), 835,600 gp + 26,700 XP (bronze or green), 891,400 gp + 27,816 XP (blue or silver), 949,000 gp + 28,968 XP (gold or red).

SCROLLS

To generate an epic scroll randomly, first roll on Table: Scroll Types to determine whether the spells are arcane or divine. An epic scroll contains 1d8 spells. For each spell, roll on Table: Epic Scroll Spell Levels to determine its level and then on the appropriate section of Table: Actual Spell Levels to determine the spell’s actual level and total metamagic level adjustments. To determine the specific metamagic level adjustments, roll on the appropriate section of Table: Metamagic Level Adjustment to Spells. To determine the spell, use the appropriate sections of the nonepic scroll tables.

Table: Scroll Types

d% roll

Type

01–70

Arcane

71–100

Divine

Table: Epic Scroll Spell Levels

d%

Spell Level

Spell’s Caster Level

Market Price1

XP Cost

01-26

10th

21st

5,250 gp

1,210 XP

27-46

11th

22nd

6,050 gp

1,242 XP

47-61

12th

23rd

6,900 gp

1,276 XP

62-71

13th

24th

7,800 gp

1,312 XP

72-79

14th

25th

8,750 gp

1,350 XP

80-85

15th

26th

9,750 gp

1,390 XP

86-90

16th

27th

10,800 gp

1,432 XP

91-94

17th

28th

11,900 gp

1,476 XP

95-97

18th

29th

13,050 gp

1,522 XP

98-99

19th

30th

14,250 gp

1,570 XP

100

Roll again and add +102

Spell level +11

Varies

Varies

1 Market price does not include price of material components or XP costs for spell.

2 This result is cumulative if rolled multiple times

Table: Actual Spell Level

10th-Level Spell

d%

Spell Level and Metamagic Level Adjustment

01-03

1st-level spell plus metamagic (9)

04-08

2nd-level spell plus metamagic (8)

09-15

3rd-level spell plus metamagic (7)

16-24

4th-level spell plus metamagic (6)

25- 35

5th-level spell plus metamagic (5)

36-48

6th-level spell plus metamagic (4)

49-63

7th-level spell plus metamagic (3)

64-80

8th-level spell plus metamagic (2)

81-99

9th-level spell plus metamagic (1)

100

Any

11th-Level Spell

d%

Spell Level and Metamagic Level Adjustment

01-03

1st-level spell plus metamagic (10)

04-08

2nd-level spell plus metamagic (9)

09-15

3rd-level spell plus metamagic (8)

16-24

4th-level spell plus metamagic (7)

25- 35

5th-level spell plus metamagic (6)

36-48

6th-level spell plus metamagic (5)

49-63

7th-level spell plus metamagic (4)

64-80

8th-level spell plus metamagic (3)

81-99

9th-level spell plus metamagic (2)

100

Any

12th-Level Spell

d%

Spell Level and Metamagic Level Adjustment

01-05

2nd-level spell plus metamagic (10)

06-12

3rd-level spell plus metamagic (9)

13-21

4th-level spell plus metamagic (8)

22-32

5th-level spell plus metamagic (7)

33-45

6th-level spell plus metamagic (6)

46-60

7th-level spell plus metamagic (5)

61-77

8th-level spell plus metamagic (4)

78-99

9th-level spell plus metamagic (3)

100

Any

13th-Level Spell

d%

Spell Level and Metamagic Level Adjustment

01-08

3rd-level spell plus metamagic (10)

09-18

4th-level spell plus metamagic (9)

19-30

5th-level spell plus metamagic (8)

31-44

6th-level spell plus metamagic (7)

45-60

7th-level spell plus metamagic (6)

61-78

8th-level spell plus metamagic (5)

79-99

9th-level spell plus metamagic (4)

100

Any

14th-Level Spell

d%

Spell Level and Metamagic Level Adjustment

01-11

4th-level spell plus metamagic (10)

12-24

5th-level spell plus metamagic (9)

25-39

6th-level spell plus metamagic (8)

40-56

7th-level spell plus metamagic (7)

57-75

8th-level spell plus metamagic (6)

76-99

9th-level spell plus metamagic (5)

100

Any

15th-Level Spell

d%

Spell Level and Metamagic Level Adjustment

01-15

5th-level spell plus metamagic (10)

16-33

6th-level spell plus metamagic (9)

34-53

7th-level spell plus metamagic (8)

54-75

8th-level spell plus metamagic (7)

76-99

9th-level spell plus metamagic (6)

100

Any

16th-Level Spell

d%

Spell Level and Metamagic Level Adjustment

01-18

6th-level spell plus metamagic (10)

19-41

7th-level spell plus metamagic (9)

42-68

8th-level spell plus metamagic (8)

69-99

9th-level spell plus metamagic (7)

100

Any

17th-Level Spell

d%

Spell Level and Metamagic Level Adjustment

01-25

7th-level spell plus metamagic (10)

26-60

8th-level spell plus metamagic (9)

61-99

9th-level spell plus metamagic (8)

100

Any

18th-Level Spell

d%

Spell Level and Metamagic Level Adjustment

01-41

8th-level spell plus metamagic (10)

42-99

9th-level spell plus metamagic (9)

100

Any

19th-Level Spell

d%

Spell Level and Metamagic Level Adjustment

01-99

9th-level spell plus metamagic (10)

100

Any

Table: Metamagic Level Adjustment to Spells

Metamagic (1)

d%

Metamagic Effects

01-10

Enlarge Spell

21-40

Extend Spell

41-80

Heighten Spell (+1 level)

81-100

Silent Spell

Metamagic (2)

d%

Metamagic Effects

01-25

Empower Spell

26-50

Heighten Spell (+2 levels)

51-55

Roll on Metamagic (1) and add Enlarge Spell

56-65

Roll on Metamagic (1) and add Extend Spell

66-90

Roll on Metamagic (1) and add Heighten Spell (+1 level)

91-100

Roll on Metamagic (1) and add Silent Spell

Metamagic (3)

d%

Metamagic Effects

01-25

Heighten Spell (+3 levels)

26-50

Maximize Spell

51-65

Roll on Metamagic (1) and add Empower Spell

66-70

Roll on Metamagic (2) and add Enlarge Spell

71-75

Roll on Metamagic (2) and add Extend Spell

76-95

Roll on Metamagic (2) and add Heighten Spell (+1 level)

96-100

Roll on Metamagic (2) and add Silent Spell

Metamagic (4)

d%

Metamagic Effects

01-15

Enhance Spell

16-40

Heighten Spell (+4 levels)

41-55

Quicken Spell

56-65

Roll on Metamagic (1) and add Maximize Spell

66-75

Roll on Metamagic (2) and add Empower Spell

76-80

Roll on Metamagic (3) and add Enlarge Spell

81-85

Roll on Metamagic (3) and add Extend Spell

86-95

Roll on Metamagic (3) and add Heighten Spell (+1 level)

96-100

Roll on Metamagic (3) and add Silent Spell

Metamagic (5)

d%

Metamagic Effects

01-30

Heighten Spell (+5 levels)

31-40

Roll on Metamagic (1) and add Enhance Spell

41-55

Roll on Metamagic (1) and add Quicken Spell

56-65

Roll on Metamagic (2) and add Maximize Spell

66-75

Roll on Metamagic (3) and add Empower Spell

76-80

Roll on Metamagic (4) and add Enlarge Spell

81-85

Roll on Metamagic (4) and add Extend Spell

86-95

Roll on Metamagic (4) and add Heighten Spell (+1 level)

96-100

Roll on Metamagic (4) and add Silent Spell

Metamagic (6)

d%

Metamagic Effects

01-30

Heighten Spell (+6 levels)

31-40

Roll on Metamagic (2) and add Enhance Spell

41-55

Roll on Metamagic (2) and add Quicken Spell

56-65

Roll on Metamagic (3) and add Maximize Spell

66-75

Roll on Metamagic (4) and add Empower Spell

76-80

Roll on Metamagic (5) and add Enlarge Spell

81-85

Roll on Metamagic (5) and add Extend Spell

86-95

Roll on Metamagic (5) and add Heighten Spell (+1 level)

96-100

Roll on Metamagic (5) and add Silent Spell

Metamagic (7)

d%

Metamagic Effects

01-25

Heighten Spell (+7 levels)

26-45

Intensify Spell

46-55

Roll on Metamagic (3) and add Enhance Spell

56-65

Roll on Metamagic (3) and add Quicken Spell

66-75

Roll on Metamagic (4) and add Maximize Spell

75-80

Roll on Metamagic (5) and add Empower Spell

81-85

Roll on Metamagic (6) and add Enlarge Spell

86-90

Roll on Metamagic (6) and add Extend Spell

91-95

Roll on Metamagic (6) and add Heighten Spell (+1 level)

96-100

Roll on Metamagic (6) and add Silent Spell

Metamagic (8)

d%

Metamagic Effects

01-30

Heighten Spell (+8 levels)

31-45

Roll on Metamagic (1) and add Intensify Spell

46-55

Roll on Metamagic (4) and add Enhance Spell

56-65

Roll on Metamagic (4) and add Quicken Spell

66-75

Roll on Metamagic (5) and add Maximize Spell

75-80

Roll on Metamagic (6) and add Empower Spell

81-85

Roll on Metamagic (7) and add Enlarge Spell

86-90

Roll on Metamagic (7) and add Extend Spell

91-95

Roll on Metamagic (7) and add Heighten Spell (+1 level)

96-100

Roll on Metamagic (7) and add Silent Spell

Metamagic (9)

d%

Metamagic Effects

01-30

Heighten Spell (+9 levels)

31-45

Roll on Metamagic (2) and add Intensify Spell

46-55

Roll on Msetamagic (5) and add Enhance Spell

56-65

Roll on Metamagic (5) and add Quicken Spell

66-75

Roll on Metamagic (6) and add Maximize Spell

75-80

Roll on Metamagic (7) and add Empower Spell

81-85

Roll on Metamagic (8) and add Enlarge Spell

86-90

Roll on Metamagic (8) and add Extend Spell

91-95

Roll on Metamagic (8) and add Heighten Spell (+1 level)

96-100

Roll on Metamagic (8) and add Silent Spell

Metamagic (10)

d%

Metamagic Effects

01-30

Heighten Spell (+10 levels)

31-45

Roll on Metamagic (3) and add Intensify Spell

46-55

Roll on Metamagic (6) and add Enhance Spell

56-65

Roll on Metamagic (6) and add Quicken Spell

66-75

Roll on Metamagic (7) and add Maximize Spell

75-80

Roll on Metamagic (8) and add Empower Spell

81-85

Roll on Metamagic (9) and add Enlarge Spell

86-90

Roll on Metamagic (9) and add Extend Spell

91-95

Roll on Metamagic (9) and add Heighten Spell (+1 level)

96-100

Roll on Metamagic (9) and add Silent Spell

STAFFS

Staffs have 50 charges when created, and they can’t be recharged.

Staffs use the wielder’s ability score and relevant feats to set the DC for saves against their spells in such cases where those values would be higher than the listed values for the staffs.

Summon monster IX (extended, 2 charges, elder fire elemental only) A staff of fiery power can be broken in a retributive strike. The breaking of the staff must be purposeful and declared by the wielder. All charges currently in the staff are instantly released in a 30-foot- radius globe. All within 10 feet of the broken staff take points of damage equal to eight times the number of charges in the staff, those between 11 feet and 20 feet away take six times the number of charges in damage, and those 21 feet to 30 feet distant take four times the number of charges in damage. Successful Reflex saving throws (DC 17) reduce the damage sustained by half. The character breaking the staff has a 50% chance of traveling to another plane of existence; if he or she does not, the explosive release of spell energy destroys him or her. After all charges are used up from the staff, it remains a +5 quarterstaff with no special abilities. (Once empty of charges, it cannot be broken in a retributive strike.)

Soul bind (improved heightened to 16th, 2 charges, DC 34). The soul trapped through the use of the soul bind spell is trapped in the staff rather than a gem. Only by breaking the staff can the souls be freed.

Planar Might: The wielder of this powerful staff is immune to the effects of any planar alignment traits, as well as the positive-dominant and negative-dominant traits of a plane. It also allows use of the following spells.

Greater planar ally (1 charge)

Greater planar binding (1 charge)

Gate (1 charge)

When using the greater planar ally power, the character must still bargain with the called creature. In addition to its other powers, a staff of planar might is a +5 outsider bane quarterstaff (roll 1d4 to determine what alignment of outsiders the staff ’s bane power works against: 1=chaotic, 2=evil, 3=good, 4=lawful). After all charges are used up from a staff of planar might, it remains a +5 quarterstaff with no special abilities.Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, gate, greater planar ally, greater planar binding, protection from energy; Market Price: 460,000 gp.

Boots of Swiftness: These shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), he or she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. Three times per day, the wearer can utter a command word to activate the boots’ haste power (as the haste spell, lasts 20 rounds).Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat’s grace, expeditious retreat, haste, jump; Market Price: 256,000 gp; Weight: 1 lb.

Bracers of Epic Armor: These items surround the wearer with an invisible but tangible field of force, granting him or her an armor bonus of +11 or higher, just as though he or she were wearing armor. Both bracers must be worn for the magic to be effective.Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, mage armor, creator’s caster level must be twice the bracers’ bonus; Market Price: 1,210,000 (+11), 1,440,000 (+12), 1,690,000 gp (+13), 1,960,000 (+14), 2,250,000 gp (+15); Weight: 1 lb.

Cabinet of Feasting: This cabinet has the ability to produce a feast for up to forty people, three times per day. Merely opening the doors of the cabinet reveals platters of food of all types and flavors of the very freshest sort. The meal has all the qualities and benefits of that produced by a heroes’ feast spell.Caster Level: 40th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, heroes’ feast; Market Price: 288,000 gp; Weight: 20 lb.

Gate Key: When properly operated, the gate key can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on another plane of existence previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he or she also establishes the necessary key that travelers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the gate key itself. Up to sixty different pairs of portals can be attuned in this manner. Once all sixty pairs of portals are created, the key cannot create additional gates, though it may still be the necessary key to access some or all of the portals. To any creature without the proper key, the interdimensional portals are not visible (through true seeing or similar magic reveals their presence).Caster Level: 21st; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, gate; Market Price: 378,000 gp; Weight: 1 lb.

Horseshoes of the Peerless Steed: These horseshoes magically adhere to the feet of any hoofed creature. Anyone riding the creature gains a +10 competence bonus on Ride checks and is treated as having ranks in the appropriate Ride skill (and thus does not take the -5 penalty for riding an unfamiliar mount). The horseshoes grant the creature (or its rider, as appropriate) the effects of the Trample, Ride-By Attack, and Spirited Charge feats. The wearer of the horseshoes gains spell resistance 32 against enchantment effects. In addition, the ground speed of the creature wearing the horseshoes doubles.Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Ride skill, haste, spell resistance; Market Price: 217,000 gp; Weight: 1 lb. each.